project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cevaralien

Pages: [1] 2 3 ... 6
1
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: December 30, 2016, 02:55:47 am »
Ok, i found the problem.

When the damage of the aircraft is changed to a value below 100, the craft don't repair. I search the source code and i found that the repair ecuation is divided by 100, so, i think it is a "problem" with the aircraft damage modding.

2
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: December 25, 2016, 02:27:41 am »
Well...

The game was working well, but... again, my aircraft isn't repairing.

  :-[

3
Discussion / Re: Help with the modding
« on: December 23, 2016, 02:16:31 am »
Hi again.

I understand that i need mod the LUA file to modify the health growth rate. Witch file i must mod?

4
User modifications / Re: aircraft mod
« on: December 23, 2016, 02:15:24 am »
I think it is possible to use the alien fighter for combat only. You can make a new "aircraft" that uses a alien fighter as material. I do it with the saracen to make a upgraded saracen.

The problem could present at the figther weapons load screen, but i belive this is a cosmetic one.

5
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: December 23, 2016, 02:11:32 am »
Hi friends.

I know why this bug is happening. If you mod the aircraft armour shield value, giving a number below +4, the game take it as a percentage. For example, i changed the value to +2 but the game shows 100%, not +2. When i put again on +4, the game show that value and the aircraft repair itself at base.

So, if you mod the aircraft shield armour, don't give values below +4.


6
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: September 04, 2016, 04:37:43 pm »
Ok. Thanks.

7
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: August 20, 2016, 11:54:56 pm »
Do you need a copy of my mod, really? I was waiting for publishing, but, here it is:

https://www.dropbox.com/s/wrhw7byj2zhkpdt/Proyect%20Reality%20V2.zip?dl=0


Thanks for the help.


8
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: August 17, 2016, 04:49:19 am »
Yes, it is a mod. I'm playing 2.5, Linux version, but my own mod.

10
Discussion / Re: Help with the modding
« on: August 07, 2016, 04:52:32 pm »
It's possible to load the dropship with weapons for the troops? I mean, for example, in Xcom the weapons where assigned to the craft, not the soldier. I think that UFO AI it's better in that way (many, in fact), but i played some CQB where my snipers must figth with a backup pistol! Since i reduces the backpack capacity and weigth is restrictive, i think in storage some weapons in my dropship, for this situations.

Normally, i launch a team of 3 assault troops (assault rifle), 3 CQB troops (SMG), one sniper and one machine gun. In some scenarios, i will apreciate to change the weapons on the battlefield.

11
Bugs in stable version (2.5) / Re: Figthers unreparable.
« on: August 07, 2016, 04:43:45 pm »
Hi.

I retake this post because i had the problem of 2014. I begun a new game and i notice that my craft aren't repairing more than 50% of the initial health. This is a bug or is a natural condition of the game?

12
Feature Requests / Re: Armed civilians
« on: July 19, 2016, 08:53:28 pm »
Ok. Actually, i mod the civilians stats, so, hold the weapons wouldn`t be a problem, but grab it is another thing. Maybe if i do the phalanx weapons dropable, they can grab it.

I will try. Thanks again.

13
Discussion / Re: Help with the modding
« on: July 18, 2016, 04:40:11 am »
Wow! It's a lot of info! It's seems complicated. I was thinking about reduce the inventory shape of the holster (i do it with the backpack) and do a new one for ammo clips, but, i need more reading about.

Thanks.

14
Feature Requests / Re: Armed civilians
« on: July 18, 2016, 04:35:51 am »
I noticed that in team_civilian.ufo, you can mark the weapon line as "true" or "false", this one by default. If i mark it "true", the civilian begun to be armed? They can shoot? It could be interesting on military scenarios.

15
Discussion / Re: Help with the modding
« on: July 17, 2016, 10:56:31 pm »
The problem with the config is solved. I give change the permissions to the .ufoai folder (hidden folder in /home).

I don't know how to move the inventory spaces yet.

Pages: [1] 2 3 ... 6